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https://github.com/libretro/RetroArch
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(Xbox 1) Create more context functions for XDK
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@ -41,7 +41,6 @@
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#define video_set_aspect_ratio_func(aspectratio_idx) gfx_ctx_set_aspect_ratio(driver.video_data, aspectratio_idx)
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#define video_set_aspect_ratio_func(aspectratio_idx) gfx_ctx_set_aspect_ratio(driver.video_data, aspectratio_idx)
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#define gfx_ctx_window_has_focus() (true)
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#define gfx_ctx_window_has_focus() (true)
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#define gfx_ctx_swap_buffers() (psglSwap())
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#define input_init_func() ps3_input_initialize()
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#define input_init_func() ps3_input_initialize()
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#define input_poll_func() ps3_input_poll(driver.input_data)
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#define input_poll_func() ps3_input_poll(driver.input_data)
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@ -69,7 +68,6 @@
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#define video_set_aspect_ratio_func(aspectratio_idx) gfx_ctx_set_aspect_ratio(driver.video_data, aspectratio_idx)
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#define video_set_aspect_ratio_func(aspectratio_idx) gfx_ctx_set_aspect_ratio(driver.video_data, aspectratio_idx)
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#define gfx_ctx_window_has_focus() (true)
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#define gfx_ctx_window_has_focus() (true)
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#define gfx_ctx_swap_buffers() (d3d->d3d_render_device->Present(NULL, NULL, NULL, NULL))
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#define input_init_func() xinput_input_init()
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#define input_init_func() xinput_input_init()
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#define input_poll_func() xinput_input_poll(driver.input_data)
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#define input_poll_func() xinput_input_poll(driver.input_data)
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@ -99,12 +99,12 @@ bool gfx_ctx_window_has_focus(void)
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{
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{
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return true;
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return true;
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}
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}
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#endif
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void gfx_ctx_swap_buffers(void)
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void gfx_ctx_swap_buffers(void)
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{
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{
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psglSwap();
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psglSwap();
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}
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}
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#endif
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void gfx_ctx_clear(void)
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void gfx_ctx_clear(void)
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{
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{
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@ -59,13 +59,23 @@ void gfx_ctx_check_window(bool *quit,
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void gfx_ctx_set_resize(unsigned width, unsigned height) { }
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void gfx_ctx_set_resize(unsigned width, unsigned height) { }
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#ifndef HAVE_GRIFFIN
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void gfx_ctx_swap_buffers(void)
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void gfx_ctx_swap_buffers(void)
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{
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{
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xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
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xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
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#ifdef _XBOX1
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d3d->d3d_render_device->EndScene();
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#endif
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d3d->d3d_render_device->Present(NULL, NULL, NULL, NULL);
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d3d->d3d_render_device->Present(NULL, NULL, NULL, NULL);
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}
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}
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void gfx_ctx_clear(void)
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{
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xdk_d3d_video_t *device_ptr = (xdk_d3d_video_t*)driver.video_data;
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device_ptr->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET,
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D3DCOLOR_ARGB(0, 0, 0, 0), 1.0f, 0);
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}
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#ifndef HAVE_GRIFFIN
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bool gfx_ctx_window_has_focus(void)
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bool gfx_ctx_window_has_focus(void)
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{
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{
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return true;
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return true;
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@ -990,9 +990,8 @@ void menu_loop(void)
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{
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{
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SET_TIMER_EXPIRATION(device_ptr, 30);
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SET_TIMER_EXPIRATION(device_ptr, 30);
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}
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}
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device_ptr->d3d_render_device->EndScene();
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gfx_ctx_swap_buffers();
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device_ptr->d3d_render_device->Present(NULL, NULL, NULL, NULL);
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}while(g_console.menu_enable);
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}while(g_console.menu_enable);
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if(g_console.ingame_menu_enable)
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if(g_console.ingame_menu_enable)
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